﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace 战棋模拟器
{
    class 阴森巨蟒:Minion
    {
        public List<Minion> DeathRattledList = new List<Minion>()
        {
            new 拜戈尔格国王(),
            new 斯尼德的伐木机(),
            new 爆爆机器人(),
            new 比斯巨兽(),
            new 乘骑迅猛龙(),
            new 慈祥的外婆(),
            new 恩佐斯的子嗣(),
            new 机械袋鼠(),
            new 机械蛋(),
            new 寄生恶狼(),
            new 巨狼戈德林(),
            new 坎格尔的学徒(),
            new 量产型恐吓机(),
            new 麦田傀儡(),
            new 瘟疫鼠群(),
            new 无私的英雄(),
            new 小鬼囚徒(),
            new 邪魔仆从(),
            new 虚空领主(),
            new 载人收割机(),
            new 长鬃草原狮(),
            new 蹒跚的食尸鬼(),
            new 红衣纳迪娜()
        };

        public 阴森巨蟒() : base()
        {
            count = 2;
            Star = 5;
            Attack = 5;
            Health = 7;
            Race = race.beast;
        }


        public override void Deathrattle()
        {
            byte[] buffer = Guid.NewGuid().ToByteArray();
            int iSeed = BitConverter.ToInt32(buffer, 0);
            Random ran = new Random(iSeed);
            int Randkey;
            for (int i = count; i > 0; i--)
            {
                Randkey = ran.Next(0, DeathRattledList.Count);
                Minion m = DeathRattledList[Randkey].NewOne();
                pool.Spawn(pool, Place, m);
            }
            base.Deathrattle();
        }


        public override Minion NewOne()
        {
            return new 阴森巨蟒();
        }
    }


    class 阴森巨蟒_金色 : 阴森巨蟒
    {
        public 阴森巨蟒_金色() : base()
        {
            Attack *= 2;
            Health *= 2;
            count *= 2;
            buff *= 2;
        }

        public override Minion NewOne()
        {
            return new 阴森巨蟒_金色();
        }
    }
}
